Files
Verbatim/tests/player_controls.rs
T
Emil 357db17c2f feat: GPU optimization — lighting, viewport CA, benchmark mode, 531 FPS
- Resolution: 8x8 world cells, 2x2 UI cells (UI_SCALE=4)
- GPU lighting: vertex-shader computed, light source list buffer (max 64)
  instead of O(N×R²) grid scan, O(N×S) per cell
- Viewport-aware CA: iterate only active chunks, not all 250×250
- Flat array entity/item/shadow maps instead of HashMaps
- Flat 128-entry ASCII atlas array instead of HashMap lookup
- Partial grid upload: viewport + 30-cell margin only
- Pre-allocated viewport arrays in renderer structs (zero alloc/frame)
- Skip CPU lighting for GPU modes (pass None)
- Benchmark mode: --mode benchmark with per-subsystem timing
- GpuLightSource struct, light_count in push constants
- gather_sources_in_range() for viewport-scoped source gathering

Benchmark (600 ticks, release):
  Graphics: 531 FPS (was 386, +38%), render 1013us (was 1699us, -40%)
  ASCII:    402 FPS (was 313, +28%), render 1502us (was 2346us, -36%)

All 171 tests + 14 scenarios pass.
2026-06-21 16:09:45 +03:00

228 lines
5.2 KiB
Rust

use verbatim::ai::AiAction;
use verbatim::ai::GameSession;
fn setup() -> GameSession {
let mut s = GameSession::new_seeded(42);
s.init_empty();
s.clear_area(90, 90, 50, 50);
s.perform_action(&AiAction::FillRect {
x: 80,
y: 130,
w: 80,
h: 15,
material: "stone".into(),
});
s
}
#[test]
fn move_left_changes_x_position() {
let mut s = setup();
s.step(30);
let p0 = s.get_player().unwrap();
let x0 = p0.pos[0];
s.perform_action(&AiAction::MoveLeft);
s.step(5);
let p1 = s.get_player().unwrap();
assert!(
p1.pos[0] < x0,
"player should move left: {} -> {}",
x0,
p1.pos[0]
);
}
#[test]
fn move_right_changes_x_position() {
let mut s = setup();
s.step(30);
let p0 = s.get_player().unwrap();
let x0 = p0.pos[0];
s.perform_action(&AiAction::MoveRight);
s.step(5);
let p1 = s.get_player().unwrap();
assert!(
p1.pos[0] > x0,
"player should move right: {} -> {}",
x0,
p1.pos[0]
);
}
#[test]
fn move_left_then_right_cancels() {
let mut s = setup();
s.step(30);
let p0 = s.get_player().unwrap();
let x0 = p0.pos[0];
s.perform_action(&AiAction::MoveLeft);
s.step(5);
s.perform_action(&AiAction::MoveRight);
s.step(5);
let p1 = s.get_player().unwrap();
assert!(
(p1.pos[0] - x0).abs() < 3.0,
"left+right should roughly cancel: {} -> {}",
x0,
p1.pos[0]
);
}
#[test]
fn jump_goes_up_then_falls_back() {
let mut s = setup();
s.step(30);
let p0 = s.get_player().unwrap();
let y0 = p0.pos[1];
s.perform_action(&AiAction::Jump);
s.step(5);
let p1 = s.get_player().unwrap();
assert!(
p1.pos[1] < y0,
"player should go up after jump: {} -> {}",
y0,
p1.pos[1]
);
s.step(60);
let p2 = s.get_player().unwrap();
assert!(
(p2.pos[1] - y0).abs() < 5.0,
"player should fall back after jump: {} -> {}",
y0,
p2.pos[1]
);
}
#[test]
fn jump_while_airborne_does_nothing() {
let mut s1 = setup();
s1.step(30);
s1.perform_action(&AiAction::Jump);
s1.step(3);
let mut s2 = setup();
s2.step(30);
s2.perform_action(&AiAction::Jump);
s2.step(3);
s2.perform_action(&AiAction::Jump);
s1.step(3);
s2.step(3);
let p1 = s1.get_player().unwrap();
let p2 = s2.get_player().unwrap();
assert!(
(p1.pos[1] - p2.pos[1]).abs() < 2.0,
"double jump should not add height: single={} double={}",
p1.pos[1],
p2.pos[1]
);
}
#[test]
fn rapid_move_right_accumulates_velocity() {
let mut s = setup();
s.step(30);
let p0 = s.get_player().unwrap();
let x0 = p0.pos[0];
for _ in 0..5 {
s.perform_action(&AiAction::MoveRight);
s.step(1);
}
let p1 = s.get_player().unwrap();
let single = {
let mut s2 = setup();
s2.step(30);
s2.perform_action(&AiAction::MoveRight);
s2.step(1);
s2.get_player().unwrap().pos[0]
};
let single_dx = single - x0;
let multi_dx = p1.pos[0] - x0;
assert!(
multi_dx > single_dx,
"rapid moves should accumulate: 1x={} 5x={}",
single_dx,
multi_dx
);
}
#[test]
fn wait_does_not_move() {
let mut s = setup();
s.step(30);
let p0 = s.get_player().unwrap();
let pos0 = (p0.pos[0], p0.pos[1]);
s.perform_action(&AiAction::Wait);
s.step(10);
let p1 = s.get_player().unwrap();
assert!(
(p1.pos[0] - pos0.0).abs() < 1.0 && (p1.pos[1] - pos0.1).abs() < 1.0,
"wait should not move player: ({},{}) -> ({},{})",
pos0.0,
pos0.1,
p1.pos[0],
p1.pos[1]
);
}
#[test]
fn continuous_movement_does_not_fall_through_floor() {
let mut s = setup();
s.step(30);
let p0 = s.get_player().unwrap();
let y0 = p0.pos[1];
for _ in 0..20 {
s.perform_action(&AiAction::MoveRight);
s.step(2);
}
let p1 = s.get_player().unwrap();
assert!(p1.alive, "player should survive extended movement");
assert!(
(p1.pos[1] - y0).abs() < 5.0,
"player should not fall through floor during movement: y0={} y1={}",
y0,
p1.pos[1]
);
}
#[test]
fn player_on_ground_check() {
let mut s = setup();
s.step(40);
assert!(
s.game.check_on_ground(),
"player should be on ground after settling"
);
}
#[test]
fn player_not_on_ground_while_jumping() {
let mut s = setup();
s.step(40);
assert!(s.game.check_on_ground(), "player should start on ground");
s.perform_action(&AiAction::Jump);
s.step(3);
assert!(
!s.game.check_on_ground(),
"player should not be on ground mid-jump"
);
}
#[test]
fn player_health_stays_full_without_damage() {
let mut s = setup();
s.step(60);
let p = s.get_player().unwrap();
assert_eq!(
p.health, p.max_health,
"player should have full health without damage"
);
}
#[test]
fn player_survives_long_idle() {
let mut s = setup();
s.step(200);
let p = s.get_player().unwrap();
assert!(p.alive, "player should survive 200 ticks of idle");
assert!(p.health > 90.0, "player should not lose health idling");
}